1. new black-white intro with other slideshow and narrator
One easy way to do this is to make a powerpoint file with the intro text, graphics, etc, then use camtasia to capture that and save as AVI, then avi2mve. People have done the same kind of thing with NWN.
3. dont want see elder speak movie
4. want start with pipboy
FO2LC is great for this, can just select checkboxes to do the above, save as executable name, and distribute with your mod. It can also make the player start with the vault suit, and adds city limit patch. The mod I'm working on is distributed with FO2LC.
There was also a workaround I did, which made a tiny MVE with just a single frame in it, for elder.mve and vsuit.mve. Drop those in your patch \art\cuts and it overrides the originals. Works fine.
5. want start with leather jacket and gun in backpack
Look at the Initial_Inven procedure in artemple map script. Here's an example where I give the player a spear and two random melee weapons (random spear and punching weapon):
procedure Initial_Inven begin
variable item;
item:=create_object(PID_SPEAR,0,0);
add_mult_objs_to_inven(dude_obj,item,1);
item:=create_object(random(816,822),0,0);
add_mult_objs_to_inven(dude_obj,item,1);
item:=create_object(random(827,835),0,0);
add_mult_objs_to_inven(dude_obj,item,1);
end
If you want the starting inventory to be inside a backpack in the players inventory, it might be easier to drop those items in the bag and place them on the map, then use the map script to add the bag to player inventory on first run of first map:
procedure map_enter_p_proc begin
if (map_first_run) then begin
call Initial_Inven;
end
6 -start game with cripled leg an arm
critter_injure(who, how);
Example: critter_injure(dude_obj, DAM_CRIP_LEG_LEFT);
#define DAM_CRIP_LEG_LEFT 4
#define DAM_CRIP_LEG_RIGHT 8
#define DAM_CRIP_ARM_LEFT 16
#define DAM_CRIP_ARM_RIGHT 32